TY - JOUR
T1 - Educational mobile game for learning English words
AU - Ng, B. K.
AU - Suaib, N. M.
AU - Sihes, A. J.
AU - Ali, A.
AU - Shah, Z. A.
N1 - Publisher Copyright:
© Published under licence by IOP Publishing Ltd.
PY - 2020/11/21
Y1 - 2020/11/21
N2 - English is a second language in Malaysia and English language skills are vital for Malaysians. Mobile technologies such as mobile phone can be a great tool for educational purposes since it can increase students' engagement and is a popular tool for interactive digital media. This paper discusses the development of an educational mobile game called EWORD for learning English words, for primary school kids. There were four phases involved; preliminary analysis, game design, game development and game evaluation. In the first phase, the fundamental knowledge of English words and vocabulary, English language learning methods in Malaysia, traditional learning methods, and educational mobile game were studied to acquire adequate information about the requirements for educational mobile game. User Interface (UI), gameplay, and game mechanics were designed in the second phase, while the mobile game prototype was developed in the third phase. In the fourth phase, the evaluation was conducted to evaluate the usability of the educational mobile game prototype. Based on the results, the educational mobile game helps in boosting the learnability of English words among students and is capable to increase student engagement.
AB - English is a second language in Malaysia and English language skills are vital for Malaysians. Mobile technologies such as mobile phone can be a great tool for educational purposes since it can increase students' engagement and is a popular tool for interactive digital media. This paper discusses the development of an educational mobile game called EWORD for learning English words, for primary school kids. There were four phases involved; preliminary analysis, game design, game development and game evaluation. In the first phase, the fundamental knowledge of English words and vocabulary, English language learning methods in Malaysia, traditional learning methods, and educational mobile game were studied to acquire adequate information about the requirements for educational mobile game. User Interface (UI), gameplay, and game mechanics were designed in the second phase, while the mobile game prototype was developed in the third phase. In the fourth phase, the evaluation was conducted to evaluate the usability of the educational mobile game prototype. Based on the results, the educational mobile game helps in boosting the learnability of English words among students and is capable to increase student engagement.
UR - http://www.scopus.com/inward/record.url?scp=85097260312&partnerID=8YFLogxK
U2 - 10.1088/1757-899X/979/1/012007
DO - 10.1088/1757-899X/979/1/012007
M3 - Conference article
AN - SCOPUS:85097260312
SN - 1757-8981
VL - 979
JO - IOP Conference Series: Materials Science and Engineering
JF - IOP Conference Series: Materials Science and Engineering
IS - 1
M1 - 012007
T2 - International Conference on Virtual and Mixed Reality Interfaces 2020, ICVRMR 2020
Y2 - 16 November 2020 through 17 November 2020
ER -